File Structure Rework (#262)

* Restructured all the files

* Moved build/daggerheart.js to ./daggerheart.js. Changed rollup to use the css file instead of the less

* Restored build/ folder

* Mvoed config out form under application

* Moved roll.mjs to module/dice and renamed to dhRolls.mjs

* Update module/canvas/placeables/_module.mjs

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>

* Le massive export update

* Removed unncessary import

---------

Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com>
This commit is contained in:
WBHarry 2025-07-05 00:26:33 +02:00 committed by GitHub
parent 099a4576da
commit 9d76405221
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GPG key ID: B5690EEEBB952194
203 changed files with 1556 additions and 2565 deletions

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@ -1,6 +1,6 @@
import DamageSelectionDialog from '../applications/damageSelectionDialog.mjs';
import { GMUpdateEvent, socketEvent } from '../helpers/socket.mjs';
import DamageReductionDialog from '../applications/damageReductionDialog.mjs';
import DamageSelectionDialog from '../applications/dialogs/damageSelectionDialog.mjs';
import { GMUpdateEvent, socketEvent } from '../systemRegistration/socket.mjs';
import DamageReductionDialog from '../applications/dialogs/damageReductionDialog.mjs';
import { LevelOptionType } from '../data/levelTier.mjs';
import DHFeature from '../data/item/feature.mjs';
@ -24,7 +24,7 @@ export default class DhpActor extends Actor {
if (newLevel > this.system.levelData.level.current) {
const maxLevel = Object.values(
game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers).tiers
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LevelTiers).tiers
).reduce((acc, tier) => Math.max(acc, tier.levels.end), 0);
if (newLevel > maxLevel) {
ui.notifications.warn(game.i18n.localize('DAGGERHEART.Sheets.PC.Errors.tooHighLevel'));
@ -375,7 +375,7 @@ export default class DhpActor extends Actor {
bonusDamage = result.bonusDamage;
rollString = result.rollString;
const automateHope = await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Automation.Hope);
const automateHope = await game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation.Hope);
if (automateHope && result.hopeUsed) {
await this.update({
'system.resources.hope.value': this.system.resources.hope.value - result.hopeUsed
@ -421,7 +421,7 @@ export default class DhpActor extends Actor {
sound: CONFIG.sounds.dice,
system: systemData,
content: await foundry.applications.handlebars.renderTemplate(
'systems/daggerheart/templates/chat/damage-roll.hbs',
'systems/daggerheart/templates/ui/chat/damage-roll.hbs',
systemData
),
rolls: [roll]
@ -488,7 +488,7 @@ export default class DhpActor extends Actor {
switch (r.type) {
case 'fear':
ui.resources.updateFear(
game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.Resources.Fear) + r.value
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear) + r.value
);
break;
case 'armorStack':
@ -513,7 +513,7 @@ export default class DhpActor extends Actor {
if (game.user.isGM) {
await u.target.update(u.resources);
} else {
await game.socket.emit(`system.${SYSTEM.id}`, {
await game.socket.emit(`system.${CONFIG.DH.id}`, {
action: socketEvent.GMUpdate,
data: {
action: GMUpdateEvent.UpdateDocument,